File information
Last updated
Original upload
Created by
RedRock StudioUploaded by
donk74Virus scan
Tags for this mod
- Gameplay
- English
- French
- Animation - New
- Animation - Modified
- Modder's Resource
- Tutorials for Modders
- Tutorials for Players
- User Interface
- Utilities for Modders
- Utilities for Players
- Quests
- NPCs
- Visual Effects/Particles
- AI
- Stay Home. Make Mods.
- Dialogue
- Cyber Engine Tweaks
- 20 Years of Modding 2021
- ROG Theme Event 2021
About this mod
CyberScript is an scripting framework written in Lua, using CET, to execute .json script. It allow you to create or execute EASILY script like custom quest, dialog, stories and more. Read the description for more detail ;)
- Requirements
-
Nexus requirements
Mod name Notes Audioware since 5.0.0 Codeware Cyber Engine Tweaks CyberScript Core Animation Archive Native Settings UI Off-site requirements
Mod name Notes Wiki Easy Install guides, how to use and create content Mods requiring this file
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
camtino for his mod companion (https://www.nexusmods.com/cyberpunk2077/mods/1136) and his help.
zyxfree for a lot of things !
hardkopy for lot of things too !
ScoobyRooSTI for watson POI
psiberx for Pin on map support and a lot of help about CET
Redrock studio for the dev !
Max from AMM and AMM community !
NexusGuy999 for Freefly mod, Native Setting Mod
All of the guys in the discord channel !
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-
Translations
- Turkish
-
Translations available on the Nexus
Language Name Turkish Author:OzelHarekaTR Cyberscript Core Turkish Translation - Changelogs
-
-
Version 5.1.3
- - Improved recognition for `current_car`.
- - Input settings can now be repeated while the keys are held down, stopping only when released.
-
Version 5.1.2
- - Fixed spatialization issues for sounds played on entities.
- - Adjusted dialog/chat sound durations to match the length of the dialog text, ensuring proper timing across different languages.
-
Version 5.1.1
- - bugfix about rotation for spawned car
-
Version 5.1.0
- - better mods loading
- - default keybind is not X and Y but Page Down and Up
-
Version 5.0.14
- - bugfix
- - new action : set_fact
-
Version 5.0.13
- - fixed animpack doesn't work
- - fixed some bug
- - fixed an old bug that make all new spawned entities look to north, even if an yaw value is set
-
Version 5.0.12
- - new actions :
- play_several_anim_entity
- play_animpack_entity
- change_play_anim_entity_workspot
- - new script type : animpack
- - new trigger :
- in_entity_car
- -bugfix :
- * companion can't revert back to no comp
- * better detection of entity tag under generic tag
- * improved the script execution engine
-
Version 5.0.11
- Remove HUD assets
-
Version 5.0.10
- - new action rotate_entity_relative
- fixed some bugs
-
Version 5.0.9
- - fixed bug that despawn personal vehicule at save loading
- - subtitles are now displayed toward your game setting (accessibility section)
-
Version 5.0.8
- Hotfix of 5.0.7
-
Version 5.0.7
- - Added a lot of things that now support localization
- - Spawn boss is possible
- - Codex support context
- - Added a new setting to keybind a shortcut to a specific cyberscript mod interaction group
- - default language of cyberscript is now in assets and use the proper cyberscript lang file format
-
Version 5.0.6
- - Added optional limit field for action for_entity_around_you and for_entity_around_you
- - added new context for player : cred => return street cred (number), level=> return level(number)
- - added context for help section, rework help observers
- - fixed stuff for editor
-
Version 5.0.5
- - Fixed valentions can't spawn
- - Fixed forced loaded interact can't work
- - new triggers added : tracked_custom_quest and tracked_custom_objective
- - dynamic check of custom fixer and update of their mappin (if they are not unlocked, mappin will not shown)
-
Version 5.0.4
- Better translation system
- fixed gang affinity calculation
- fixed action wanted_level
-
Version 5.0.3
- added unset time dilatation action
-
Version 5.0.2
- bugfixing
-
Version 5.0.1
- New actions :
- change_journal_entry_state_by_hash
- spawn_npc and spawn_vehicle get optional field amountoffsetx and amountoffsety
- Fixes :
- - fixed native keybind that could not work in some cases.
-
Version 5.0.0
- Redmod is no longer required—welcome to Audioware! (Big thanks to @Roms1383!)
- All mods using Cyberscript are now Vortex-compatible and must use the proper CET format! (Template available here: Cyberscript Mod Template)
- No more annoying mod manager! Just install, enable (if using Vortex), and play! (Disable or delete the mod if you don’t want to play, of course!)
- Settings for each Cyberscript-based mod are now separated under the (Pause Menu) -> Mods.
- Completely revamped keybinding system with two configurations (controller or keyboard) that you can switch between anytime in the settings.
- No more cache, thanks to the CET mods system!
- Fixed a lot of issues, and removed old, unused features.
- Removed the gang info override on the world map.
- Renamed Cyberscript default interactions and menu options for better clarity.
- The default Cyberscript UI is no longer required—it's now an optional mod!
- Reworked settings for improved clarity, usability, and functionality.
-
Version 4.0.3
- Fix quickhack crash (thanks to AstardesMaster from nexus)
-
Version 4.0.2
- added tracked_native_quest,tracked_native_phase,tracked_native_objective
- PR merged :
- Fix typo in variable name (Thanks @xrogaan )
- Add a nil guard to an IsPhoneActive check (Thanks @iarna)
- Minor fixes and ShowAvatar for phone (Thanks @Billybishop
-
Version 4.0.1
- - Fix bug that put Photomode at 1 FPS
-
Version 4.0.0
- - Code cleaning and remove unused reference
- - Cheat like double jump, disable fall damage, UltraSpeedDodge, InfiniteAmmo, InfiniteWeight are now removed. Use nexus mods for get them, it do it better and I don't have to care about compatibility for a niche feature
- - Fixed Phone crash or freeze
- - Fixed Phone conversation system
- - Fixed quickhack crash
- - Fixed car list
- - 200+ Bugfix
- - lightweight and core optimization
- - new actions and triggers
-
Version 3.4.0
- play_game_sound_test
- stop_game_sound_test
- slot_position
- Bugfix
- Controller compatibility, enable it in mods setting then touch DPAD down for open the interacts
-
Version 3.3.0
- - Added Phantom Liberty Effects
- - Added Phantom Liberty Characters
- - Added Phantom Liberty FX
- Actions :
- -pause_entity_anim
- -resume_entity_anim
- -start_effect_test
- -enter_in_workspot
- -play_in_workspot
- -stop_in_workspot
- Trigger :
- -player_is_in_av
- -os_date
- Bugs :
- Fixed custom quickhack selection
- Fixed Phone message
- Fixed setting
-
Version 3.2.1
- add delete_position action
- add manager position for mappin in editor
-
Version 3.2.0
- New action :
- change_entity_tag
- vehicle_force_brake_until_stop
- replace_entity
- register_garage_spawn_position
- register_position
- New trigger
- tracked_game_quest
- tracked_game_objective
- tracked_game_phase
- entity_is_a
- scanned_entity
- Common position field now can take position from Position Manager (use register_garage_spawn_position or register_position to make one)
- Bugfix :
- - fixed Cyberscript quest got two entries in journal
- - fixed custom scanner
- - fixed custom message conversation doesn't open on phone notification
- - sound can be played from entity
- - updated faction json
-
Version 3.1.9
- Removed CET binding
- new way to open cycle interact, check wiki ^^
- fix phone contacts doesn't show
- fix mappin description doesn't show on map
- fix shard cache
-
Version 3.1.8
- Bugfix
-
Version 3.1.7
- bugfix
- bugfix
-
Version 3.1.5
- new action clean_dialog
- bugfix for webrowser
- New action :
- set_component_hidden
- New trigger :
- have_shard
- mappin_exist
- Feature :
- - Setting now support Keybind Input type from native setting
- - Fix phone double entries
- - Fix missing GameController
- - Fix actions with custom_mappin
-
Version 3.1.4
- new trigger if_entity_contains_value
-
Version 3.1.3
- new action vehicle_go_to_position
- fix bugs
-
Version 3.1.2
- New Interact UI, can be toggled to get old one in setting
-
Version 3.1.1
- fixed issue with register_entities_around_you
- cyberscript fixer mappin are now toggle in setting
-
Version 3.1.0
- summon_vehicule_at_entity_relative_from_faction_leader_subdistrict_rival => use spawn_vehicule
- change_custom_condition => set_variable
- change_custom_variable=> set_variable
- change_custom_score=> set_variable
- change_custom_score_key=> set_variable
- concate_custom_variable=> set_variable
- concate_custom_variable_with_variable=> set_variable
- concate_custom_variable_with_score=> set_variable
- add_to_custom_score=> set_variable
- random_custom_score=> set_variable
- operate_custom_score_to_another_one=> set_variable
- set_score=> set_variable
- operate_score=> set_variable
- operate_score_from_another_score=> set_variable
- concate_variable_with_variable=> set_variable
- concate_variable_with_score=> set_variable
- getSalaryFromCurrentRent=> set_variable
- buyCurrentHouse=> set_variable
- buyHouse=> set_variable
- sellHouse=> set_variable
- sellCurrentHouse=> set_variable
- rentCurrentHouse=> set_variable
- trigger_edit_housing_mode
- tp_to_currenthouse_enter => teleport
- tp_to_currenthouse_exit => teleport
- give_money_current_stock
- remove_money_current_stock
- draw_3Dmappin => set_mappin
- draw_3Dmappin_node => set_mappin
- give_money_score
- remove_money_score
- give_random_money
- draw_mappin => set_mappin
- draw_custom_mappin => set_mappin
- draw_custom_3Dmappin => set_mappin
- clean_custommappin => delete_mappin
- simple_message_metro
- register_entity_you_look_at_as_companion
- reset_spawncount
- move_entity_at_position => move
- move_entity_at_relative_position => move
- move_entity_at_entity_relative => move
- move_entity_at_player_lookat => move
- teleport_entity_to_entity_relative => teleport
- teleport_entity_at_position => teleport
- teleport_entity_at_relative_position => teleport
- teleport_player_at_relative_position => teleport
- open_keystone_datapack_XXX
- summon_current_star => spawn_npc
- npc_custom_summon_custom_npc_at_entity_relative => spawn_npc
- npc_custom_summon_custom_npc => spawn_npc
-
Version 3.0.7
- - added new action
- "clone_entity" -> This action will clone an entity
- "inject_dialog"-> inject a dialog to the next called native dialog
- fix some bug about hudmanager missing
-
Version 3.0.6
- fix some bug while check vehicle
-
Version 3.0.5
- Cyberscript Core 3.0.5 is out !
- Cyberscript Core 3.0.5
- control weather action:
- change_weather
- reset_weather
- improve performance and reduce drastically fps loss
- new cheat : unlimited carry
- cyberscript default HUD are bounded to minimap, so it will disappear when minimap is hidden
- fixed a case when mods using cyberscript doesn't load
- fixed Double_Jump_Height and UltraSpeedDodge cheat doesn't save
- now every trigger, context or action can have a fail_action list iun case of that element don't execute properly
-
Version 3.0.4
- Fix cyberware-ex double jump + other ware compatibility
-
Version 3.0.3
- Fix quest tracker issue
-
Version 3.0.2
- Fix massive stutter
-
Version 3.0.1
- - No need to refresh cache anymore after enable or disable datapack, it's automatic
- - Fixed Phone conversation
- - Renamed Setting Menu
- New action : vehicle_force_brake
-
Version 3.0.0
- Cyberscript Core 3.0.0
- Improvement
- - Support of 2.0.1
- - bugfixing
- - call new event from new UI
- - better quest management
- Action
- -ADD :
- play_custom_sound_with_subtitle_as_chat
- vehicle_go_to_current_mappin_point
- outcoming_call
- take_call
- refuse_call
- custom_notification
- authorization_notification
- Trigger :
- entity_is_vehicle
-
Version 2.9.0
- Cyberscript Core 2.9.0
- Improvement
- - Support of CyberAI
- - bugfixing
- Action
- -ADD :
- play_custom_sound_with_subtitle
- play_random_custom_sound_with_subtitle
- play_custom_sound_at_entity
- register_entity_by_filter
- wait_for_ai_answer
- (lot of WIP AI action)
-
Version 2.6.0
- API :
- setVariable and getVariableKey
- Fix :
- - Tpose when using anims on npc
- -Phone message compatibility with other mods
- - Place now now doens't show mappin in world by default
- New :
- THE MOD NEED CODEWARE 1.1.1+ AS REQUIREMENT
- - fixer are now persistant
- - Padre fixer is now game native Padre
- - Spawn npc can be persitsant
- Trigger :
- - look_at_hash
- - choice_is_opened
- - specific_choice_is_opened
- - device_active_radio_channel_id
- - device_active_tv_channel_id
- Action :
- - register_entity_by_hash
- - unequip_item_on_slot
- Animation Core
- - Fixed lot of anims + 1600 news
-
Version 2.5.1
- Improvement
- - Some small fix and qol
- - Added slider for define Infinite Jump Limit , 100 = infinte
- - Cyberscript Web is now a shortcut in Net tabs in PC
- Action
- -ADD : equip_item_on_slot=>This action will equip item on slot for entity
-
Version 2.5
- core 2.5.0
- Improvement
- - Reworked Quest module, smoother and exactly like native game.
- - added failure trigger and requirment for mission
- - mission support extra entry for journal (like objectives)
- - av autodrive now will drive directly to the position (faster and clean) (thanks @keanuWheeze)
- - Merged External QuestJournal and questTracker libs into cyberscript module
- - Fixer_mappin and custom amppin are loaded at save boot. Available directly.
- - Action can have optionnal trigger and requirement, so the action will perform only if the requirements are fullfilled
- - trigger can optionnal 'expected' field (boolean) that valid the trigger if the result is same than expected
- Bugfix
- - fixed killed_group trigger
- - fixed split text feature label widget
- - Several fix in script engine
- - fixed in_car_specific trigger
- Other
- - added codex_raw lib reference in data
- Trigger
- - entity_to_relative_entity_position => This trigger will be triggered when a custom entity is at another entity's relative position
- Action
- -CHANGES : change_hack_animation_percent => Optionnal Text field, leave blank if not use
- -CHANGES : subscribe_function_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_event_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_actionlist_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_actionlist_to_direct_action => Optionnal after field that will execute it after SEE
- -CHANGES : quest_notification => Optionnal field quest is for track a quest by tag. Optionnal field objective is for track an objective by his tag of the quest that you filled in 'quest'
- -CHANGES : subscribe_event_to_direct_action => Optionnal after field that will execute it after SEE
- -ADD : rotate_entity_to_position =>This action will rotate a custom entity to xyz position
- -ADD : device_start_using =>"This action will start using compatible device
- -ADD : device_stop_using =>This action will stop using compatible device
- -ADD : track_mappin =This action will track mappin
- -ADD : untrack_mappin =>This action will stop tracking any mappin
- -ADD : toggle_infinite_stamina =>This action will toggle Infinite Stamina
- -ADD : toggle_infinite_ammo =>This action will toggle Infinte Ammo
- -ADD : set_objective_state =>This action will set state to objective. It will not play the associated action. -- Undefined = 0 -- Inactive = 1 -- Active = 2 -- Succeeded = 3 -- Failed = 4
- -ADD : entity_stop_movement =>This action will stop the entity
-
Version 2.4.0
- - fixed map tooltip blank
- - reworked language to support different language wording
- - reworked language support for sound
- - faction now have a keyword word lift that help to identify if an entity is in faction
- - improved entity_in_faction trigger
- - faction v3 support
-
Version 2.3.2
- - small fixes about interact hint type
-
Version 2.3.1
- -small startup fix
-
Version 2.3.0
- 2.3.0
- Improvements:
- - big performance improvement, fixing memory leak
- - fully compatible with corrupt NCPD
- - fully compatible with MissingPerson
- - fully compatible with E3 Smart Windows
- - fully compatible with Skip Main Menu
- - Mod structure
- completely unify and redo the mod structure and cache structure.
- - Scripts structure change :
- dialog become choice
- function become functions
- fields changes :
- dialog :
- "Tag" => "tag",
- "Desc" => "desc"
- "speaker" as table => speaker as string
- dialog options :
- "Description" => "description"
- faction :
- Tag => tag
- DistrictTag => district_tag
- Name => name
- Logo => logo
- Rivals => rivals
- SpawnableNPC => spawnable_npc
- AttitudeGroup => attitude_group
- SpawnableVehicule => spawnable_vehicle
- VIP => vip
- fixer :
- Tag => tag
- DistrictTag => district_tag
- Name => name
- NPCId => tweakid
- Faction => faction
- LOC_X => x
- LOC_Y => y
- LOC_Z => z
- node :
- X => x
- Y => y
- Z => z
- GameplayX => gameplay_x
- GameplayY => gameplay_y
- GameplayZ => gameplay_z
- place :
- posX => x
- posY => y
- posZ => z
- EnterX => enter_x
- EnterY => enter_y
- EnterZ => enter_z
- ExitX => exit_x
- ExitY => exit_y
- ExitZ => exit_z
- Zrange => range_z
- action
- register_entities_around_you
- change_radio_index
- change_tv_index
- device_turn_off
- device_turn_on
- device_glitch_on
- device_glitch_off
- set_relation_from_faction_to_faction => added field "apply_player" to apply relation to player depends of current faction of the player
- update_faction_relation_attitude => added field "apply_player" to apply relation to player depends of current faction of the player
- trigger
- entity_hash
- if_entities_around_you => accept hash of entity (to get existing game one)
- check_raycasting
- Entity
- Invisible Radio
- Engine :
- - garbage memory will be cleaned when it take more than 200mb
- - fixed script repeation leak
- - remove annoying Ambush message
-
Version 2.2.3
- Improvements:
- - big performance improvement (beta)
- - fully compatible with corrupt NCPD
- - fully compatible with MissingPerson
- Engine :
- - mappin support color and icon change in world
- - renamed several mappin action (retro compatibility is working)
- - fixed action active mappin
- - PC Cyberscript Web is hidden if no loaded custom web page
- - dialog is now managed by interactionUI library ( thanks @keanuWheeze)
- - mappin fixer have better UI on map
- - mappin on map display directly the title and description
- - spawned vehicle and entity can now despawn after a defined timer (despawntimer field)
- Action
- - edit_mappin (for edit existing mappin)
- -spawn_npc : added despawntimer field
- -spawn_vehicle : added despawntimer field
- Trigger
- - new : have_collision
- - new : check_raycasting
- Context
- - support for entity player look_at position
-
Version 2.2.2
- - Added Trigger
- vehicle_entity_is_moving
- have_collision
- - actions:
- vehicle_go_to_current_fasttravel_point can now use or not kinematic
- -Updated library GameUI
- - fixed path issue
-
Version 2.2.1
- fix bug with user that doesn't have AMM
-
Version 2.2.0
- Changes :
- - Restructuration of the mod folder
- - Mod setting are now global and saved as seperate file. It means it will be keeped trought every saves.
- - Removed several unused setting
- - Re-Sort mod Setting
- - Better AMM compatibility
- - Cyberscript Studio support
- Script :
- - Apply interface to special HUD entity
- - Better optimisation about script engine
- Fixes :
- - Fix critcial bug about npc doesn't spawn at mission
- - Fix blue bar when fading
- - Fixes 126 bugs throught the whole mod.
-
Version 2.1.2
- Fixed function that doesn't load
-
Version 2.1.1
- Fix audio action issue
-
Version 2.1.0
- - Added back sound and radio support !
-
Version 2.0.2
- Fix auto refresh bug
-
Version 2.0.1
- - remove anims from custom that already exist in base (and crash)
-
Version 2.0.0
- - added new actions for play, change and stop anims
- - Animation support
- Known Issues :
- - Some anims can crashes, despite i tried to fix it but it's rare.
-
Version 1.0.18
- - fixed POI retrocompatibility
- - Added new field position_poi_searchdistance who can be "far","near" or "random" for POI actions
- Means you can find POI by nearest, farest or random depending of your parameter.
- Old action that doens't have theses fields will have position_poi_search : "type" and position_poi_searchdistance : "random" by default
- - renamed "sear" field in "position_poi_search" for POI actions
- - Fixed Interact Group Windows that doesn't display more than 2 group
-
Version 1.0.17
- Small hotfix
-
Version 1.0.16
- Added new optionnal field for every action and trigger that use poi
-
Version 1.0.15
- - Fixed Custom Switch Setting that doesn't update the variable
- - Fixed Context that crash when return an boolean
- - All actions that use position fields accept now current_poi
- - Rework the whole method of POI location detection, faster smoother and no fps drop, compatible with old script, no change required
- - Added Direct Action Engine, similar to Direct Execution Engine, that one will directly execute every action in list without go in the Script Engine. Useful for refresh in realtime an camera for example
- - Redo all POI in asset, with good district and subdistrict
- - Added Setting : Auto Refresh Datapack on Pause Menu (on/off), disable it for avoid the lag time when opening pause menu
- - Redo CurrentPOI , now it take the Nearest POI based on several parameter :
- - in vehicle or not
- - district enum
- - subdistrict enum
- - position
-
Version 1.0.14
- - Fixed Bad Dialog that can occurs crash
- - Fix an HUD bug that can happens at init
- - Add some optimization about cycle interact
- - revamped camera action
- - added entity head_position and head_rotation in context
- - Added realtime script execution, that will execute an action list at every frame. (repeated when not processing)
- You can subscribe to it :
- - a list of action
- - a function
- - a event, that will have his trigger tested only once at the registration
- new triggers :
- - entity_tag_exist
- new actions :
- - subscribe_actionlist_to_direct_execution
- -subscribe_event_to_direct_execution
- -unsubscribe_from_direct_execution
-
Version 1.0.13
- - Fixed bug with Spawn Car that doesn't have seat setup
- - Added requirement trigger check for options of dialog(choice)
- - Added colored unavailable dialog option
- - added V's appartement in asset
-
Version 1.0.11
- - Fix Spawn NPC and vehicle issue
- - Fix amm incompatibility
-
Version 1.0.10
- HotFix :
- - Fixed Custom NPC Spawn and fake double
- - Fixed Spawn NPC
- - Fixed Spawn Vehicle (fuking speedy and reliable rn)
- - Improve Mappin on Map
- - Fixed current POI context
- - Fixed GetHighLevelStateFromBlackboard error that spawn in CET
- - Revamped check XYZ method
-
Version 1.0.9
- Changes
- Triggers :
- Theses triggers :
- [
- entity_script_level
- group_script_level
- check_variable
- check_value
- check_scannerdata_for_entity, prop : level,rarity,attitude,reward,streetreward,danger
- check_current_scannerdata, prop : level,rarity,attitude,reward,streetreward,danger
- check_gang_relation, mode: gang,district_leader,district_subleader,current_district_leader,current_district_subleader
- last_killed_entity_gang_score
- ]
- can now have an field
- "min" : minimum
- "max" : maximum
- theses fields must be not empty when you using operators :
- "><" : means yourvalue > min AND yourvalue < max
- ">=<" : means yourvalue >= min AND yourvalue < max
- "><=" : means yourvalue > min AND yourvalue <= max
- ">=<=" : means yourvalue >= min AND yourvalue <= max
- "<>" : means yourvalue < min OR yourvalue > max
- "<=>" : means yourvalue <= min OR yourvalue > max
- "<>=" : means yourvalue < min OR yourvalue >= max
- "<=>=" : means yourvalue <= min OR yourvalue >= max
- Actions :
- - Fixed Bug in open_help that can crash if the action list of a section is empty
- Context :
- -Added current_fixer, updated in wiki
- -Added current_place, updated in wiki
- -Added current_room, updated in wiki
- -Added current_poi (see mention in system changes), updated in wiki
- -added for context "player", key named "current_gang", that will return player current_gang tag
- -added current_district, can accpect prop "tag","state" (0 - Friendly, 1 - Neutral, 2 - Hostile) and "subdistrict" (return subdistrict enum)
- System :
- - Added Experimental Auto Detection of the Player's Current Point Of Interest, based on player location and if player is in car or not
- - Added support of custom Garage Entry (wiki updated), call from your garage the entry and it will perform the list of actions of that entry (instead of calling an vehicle, but you can make action for that ;) )
- - AV spawn, drive and control is currently revamped (will be finished in next update)
- Setting :
- - Added an Experimental Toggle Setting for Auto Detection of the Player's Current Point Of Interest
- - Added an Experimental Slider Setting for Auto Detection of the Player's Current Point Of Interest Range
-
Version 1.0.8
- - Custom Help is now dedicated to tutorial feature, no more in Shard, You can also check them in codex Journal Menu
- Changes and fix :
- - Affinity and Gang affinity is moved from shard to codex
- - Fixed custom HUD, added it in asset
- - Fixed custom phone dialog that doesn't refresh
- - Fixed issue with Shard in Shard menu
- - Interact support icon now (same as dialog option), wiki have been updated !
- - Interact support style and color option, wiki have been updated !
- - Dialog Options support style and color option, wiki have been updated !
- - rename Interacts : "Open Datapack Group UI Menu" to "Select active Interactions Group"
- - added "Select active Interactions Group" interact in asset
- - "assets" group is named "cyberscript" in game
- - fixed asset that are not properly used (gang and fixer)
- Editor :
- - Added in "Mod Data" an tree list for see for each type of items, what is loaded and active and where it's from
- - added button for hot reload
- Code :
- - first R&D code (unused) about custom perk and perk tree
- Variable :
- - added variable "game_time" , key "day" : current day in game
- - added variable "game_time" , key "hour" : current hour in game
- - added variable "game_time" , key "min" : current minutes in game
- - added variable "game_time" , key "sec" : current second in game
- Action :
- - added open_shard, will open an shard popup with an custom shard content
- Trigger :
- - added entity_in_car
- - added entity_in_car_specific
- - Custom Help is now dedicated to tutorial feature, no more in Shard, You can also check them in codex Journal Menu
- Changes and fix :
- - Affinity and Gang affinity is moved from shard to codex
- - Fixed custom HUD, added it in asset
- - Fixed custom phone dialog that doesn't refresh
- - Fixed issue with Shard in Shard menu
- - Interact support icon now (same as dialog option), wiki have been updated !
- - Interact support style and color option, wiki have been updated !
- - Dialog Options support style and color option, wiki have been updated !
- - rename Interacts : "Open Datapack Group UI Menu" to "Select active Interactions Group"
- - added "Select active Interactions Group" interact in asset
- - "assets" group is named "cyberscript" in game
- - fixed asset that are not properly used (gang and fixer)
- Editor :
- - Added in "Mod Data" an tree list for see for each type of items, what is loaded and active and where it's from
- - added button for hot reload
- Code :
- - first R&D code (unused) about custom perk and perk tree
- Variable :
- - added variable "game_time" , key "day" : current day in game
- - added variable "game_time" , key "hour" : current hour in game
- - added variable "game_time" , key "min" : current minutes in game
- - added variable "game_time" , key "sec" : current second in game
- Action :
- - added open_shard, will open an shard popup with an custom shard content
- Trigger :
- - added entity_in_car
- - added entity_in_car_specific
-
Version 1.0.7
- - added toggle button in setting for disable CS on the fly.
- - compatibility with missing persons (CS is disabled when missing person is enabled, for use CS, disable missing person, reload CET, and enable CS in setting)
- - compatibility with corrupt ncpd (disable CS can make it works)
- - faction and fixers will be in the mod by default and not in datapack anymore, this prevent weird issue.
- - fixed world event
- - fix custom shard and help that doesn't show in shard menu
- Added new action :
- safe_execution, that lets you try to perform an action and do another one if something wrong.
-
Version 1.0.6
- - Fix Custom setting : Toggle and Number slider
- - Fix Reset mod button in setting
-
Version 1.0.5
- - Fixed Custom UI
- - Fixed Custom Webpage
-
Version 1.0.4
- Added in context :
- type : player / key: combatstate
- type : player / key: lifepath
- type action => execute the action and return the result of good execution of the action (aka no error)
- - fixed triggers :
- player_lifepath
- player_have_combatstate
- check_mod
- -fixed action :
- set_timedilationforplayer
- play_group_facial
- change_zone => "safe" will apply "GameplayRestriction.NoCombat" effect to player, neutral and hostile will remove "GameplayRestriction.NoCombat" to player
- wanted_level
- -added action :
- -ignore_timedilatationforplayer
- -unset_timedilation_for_entity
- -added helper :
- added facial.json that list every possible facial expression for use with "play_group_facial" and "play_entity_facial" (Thanks AMM to get theses)
- -Script engine :
- - (WIP) quick hack will now use the field cost but it's not saved for now . Also the quick hack will not perform if you don't have enough available cell
-
Version 1.0.3
- - Fix entity group context
- - Added Gang for entity in context (retuning empty if not in a gang)
- - added JSON that track every ChoiceIcons for Dialog
- - Fix Gang relation attitude action
- - Added initial WIP custom quickhack support
-
Version 1.0.2
- -Fix issue about scanner data context
-
Version 1.0.1
- - Fix quest reset
- - Fix entity group context
- - Fix wording description for disable auto ambush
- - remove useless console log
- - New Missions field :
- "extra":{
- "new":"Starting misssion XXX";,
- "success":"Finished misssion XXX",
- "fail":"Failed misssion XXX"
- }
- This can override the default mission quest notification message
- New objective field
- "extra":{
- "update":"update objectif XXX";
- }
- This can override the default objective quest notification message
- - added last_spawned entity tag, who will redirect to the last spawned entity item in manager
- - rework lookatentity who will redirect to the existing looked entity item in manager
- - Fix custom Text slider setting
- - new actions :
- "set_relation_between_attitude" :
- {
- "name":"set_relation_between_attitude",
- "attitude":"nid_04_maelstrom",
- "target":"ina_11_scavs",
- "relation":"hostile",
- "helper": "This action will set relation between two AttitudeGroup",
- "helperTitle": "Gameplay : Set Attitude Relation Between Attitude"
- }
- "set_relation_from_faction_to_attitude" :
- {
- "name":"set_relation_from_faction_to_attitude",
- "tag":"faction_maelstrom",
- "target":"ina_11_scavs",
- "relation":"hostile",
- "helper": "This action will set relation between a faction and an AttitudeGroup",
- "helperTitle": "Gameplay : Set Attitude Relation Between a Faction and an Attitude"
- }
- "set_relation_from_faction_to_faction" :
- {
- "name":"set_relation_from_faction_to_faction",
- "tag":"faction_maelstrom",
- "target":"faction_scavengers",
- "relation":"hostile",
- ""helper": "This action will set relation between a faction and another faction",
- "helperTitle": "Gameplay : Set Attitude Relation Between Faction"
- }
- "update_faction_relation_attitude" :
- {
- "name":"update_faction_relation_attitude",
- "helper": "This action will set relation between a faction and an AttitudeGroup",
- "helperTitle": "Gameplay : Update Attitude Relation for every Factions from Affinity board"
- }
-
Version 1.0.0
- Initial release
- - Away with The cmd Window, no more cmd window for CS Core, just download and install the framework, ALONG with datapacks. Still make sure to ask about how to use packs ?
- - Bug Fixes... A lot of Techy ones (136) so we'll save the space for better notes.
- - Dialog mouse scroll on Custom dialog choices now works 100%
- - Editor is now opitonnal in the "optional Files". Very very very WIP feature. Enthusiasts Report bugs with Editor.
- - Ezestate step bugfixing|(The new "Step" Feature allows players to make their Housing template scripts have Upgradeable looks. Rough state, will test and fix as we go)
- - Fix vehicle spawn behavior
- - Fix quest stuff that remain or Isn't Active.(Tip for Datapack makers: Don't put "compile" in your Flag fields, it messes with the Custom Quest)
- - Fixed spawn duplicate and greatly improved it(...........Greatly)
- - Improved Item housing manipulation (It would crash at times when moving something fast or it duplicated a lot)
- - Custom Housing format Improvements.
- - Look at entity|| (Framework Distinguishes who is a registered tagged entity and who is base game spawns)
- - Record rotation only for Path Recording(Big WIP still)
- - Time dilatation for entity can now be scripted with the Framework.
- - Working open map to xyz(Missions, made by whoever, has the ability to open the map menu to the exact position of the Marker set in their Mission Script)
- - Context System has been Improved and has had it's "Complexed as fuck" Dial cranked 20x.
- -NEW MAIN DATAPACK "The Life of Night City". This pack takes a shit ton of good things about other packs and conglamorates it in this.
- But this pack is rather sized up. Let's talk about it. Don't mess with it too much ?
- -Added in a nicer Loot pool for 80% of the gangs.
- -Added Bounty Hunter event with more names from the text messages and greatly improved movement pathing.
- -Added a More Complex Crowd System (further improvements on the way). Gangs appear more closer to night time.
- -Added in the interacts from Old Life of Night city. (not new, but Improved)
- -Added in the Quota NCPD and Corpo Lady hit mission/activities. (not new, but Improved)
- -Added in New Custom Settings found in "Cyberscript Custom Settings". A more Roboust Array of Crowd settings is coming.
- -Added in the ability to hangout with your Star npc (not new, just never talked about or showcased at all)
- -Added a........well Finally the GANG WARS SYSTEM.
- -Added Radiant Bounty mission, Radiant Joytoy mission, Radiant Escort Misison, Taxi Mission.
- These are all very simple Missions. My creativeness was shot thanks to real life work.
- a lot more missions will come after More love is given to these
- -Fixed a Shit ton of things wrong with our Faction and Fixer.jsons.
- (DID YOU KNOW .... the Aldecaldos Character tweaks are spelled wrong? Cdpr? ? )
- -Fixed Fixer positions for Maxtac: He's now at that police department building outside of V's megabuilding.
- -Fixed Fixer positions for Regina and Padre. Regina had a dupe icon, that's fixed. Padre at el coyote sounded nice.....
- but just doesn't really feel good placing him there. So he's back at the courts where his OG fixer icon is.
- -Fixed Rogue's Fixer range. You could be above ground and still trigger her radius. still can but very very little.
- -GANG WARS SYSTEM:
- -It's still WIP but:
- Intended to be used with Gangs of Night City or Dangers of Night City, or both, or not, up to you.
- When you find the setting in "Cyberscript Custom Setting", Clicking the "activate" button gives
- All Factions 200 points in all district and subdistricts.
- This, paired with Gangs of Night City pack, will give you the ability to see all 2,000 hand-placed spawns.
- These spawns are also time based, well at most.... 40% of them are.
- The more you kill a gang, the more that gang will lose points in the district you killed them in.
- Their rival gains more points if there are less than their rivals residing in their districts.
- The increase and decrease are at 0.5 Because we know how Crazy murderous Chooms can be.
- The Dynamic AI behavior was going to be shipped with this but it needs alot more looking into and polish
- to even consider it "smart". in time, it will come :).
- IMPORTANT NOTE:
- We Must stress this. Gangs of Night City is a BEEFY PACK. It WILL net some Fps loss in some areas where it shouldn't.
- It is also a pack that may give a bit of script lag, due to the sheer size. It's still growing to be
- A Pack you only should turn on if you wanna play the game in a different perspective. But enjoy it for what it is now.
- ALSO, 100% Catered for End Game use. No way to make it early game friendly without sacrificing majority of it's magic |
- -GANGS OF NIGHT CITY:
- -Now tallied at 2,000 Spawns that spawn in based on time, and or district points. Without Activating the GW points system, you won't see all these spawns.
- -Improved the "Front Flip" interact a bit.
- -"Rally" has been kept in for an interact but the way it works can lag the game's frames for a second.
- -Join Gang intereact is now in "The Life of Night City".
- -Recruit gang member interact is now in "The Life of Night City".
- -Bounty Hunters have been moved to "The Life of Night City".
- -Gang Story Missions coming in 2023.
- -DANGERS OF NIGHT CITY:
- -Added in 7 events: Patrol, Patrol NCPD, Car jack, Car chase, Public Frying Execution, Public Suicide, Car Ambush (this one might be a bit finnicky still).
- -Added in a New way Ambush works: So now instead of them just being behind you, they can come in a swarm formation, so all around you.
- -Added in a Custom setting to increase the spawn amount in said events, detailed in the setting's label.
- -Improved Maxtac Event by a lot. There's a SOUND now for the AV.
- -Improved the way All events are called: The more Street Cred you get in your playthrough, the more events you unlock to see around the city.
- You start getting enemies after you at street cred 30.
- -Improved Gang War fights and Gang brawl fight alignments. It will always check if you are apart of any of the gangs that fight eacother and adjust their behavior.
- -JOYTOY OF NIGHT CITY:
- -Made the mission radiant.
- Sorry this pack didn't give the love it needed this time around. Eli has plans for a big improvement to this pack. Big.
-
- Donations
-
Straight donations accepted
If you got any crash or issues : This wiki will surely help you ! also check your other mods.
Extra compatibility can be added case by case, so report me with good examples and informations, any bugs ;)
What is that ?

(Screenshot taken from a cyberscript event : Gang Wars Datapack - @Velvet_Grit (Discord) )
READ OUR CHANGELOG (Click on the version number)!!
Compatibility :
- Welcome to Night City Collection (since 2.2.0)
- Hidden gems mod (since 2.2.3)
- NCPD corruption (since 2.3.0)
- E3 Smart Windows (since 2.3.0)
- Skip Main Menu (since 2.3.0)
What it does:
- Unlock Easy Scripting for Cyberpunk
- Unlimited possibilities, create and play your quest, story and more.
- Easy to install and share content from others users
Installation:
- Download and install CET (Latest version)
- Download and install Native Setting (Latest version)
- Download and install CodeWare (Latest version)
- Download and install Audioware (Latest version)
- Download the mod by Vortex or manually extract it into your game folder (bin folder)
- Download some mods that use Cyberscript and install them by extract it into your game folder (bin folder)
How to use and tips :
- How to cycle between Interact
Detailed description :
CyberScript is an Script Framework Engine written in Lua, using CET, to execute JSON script. What this means is that the player is able to create, play and share their own content in very EASY way by following the guides in the Wiki.
This content (mods) is similar to CET operation in that these packs will not work outside of the engine.
You can use mo made by our team or by other people (look cyberscript requierement) to upgrade your game and provide a new way to enjoy cyberpunk.
It is practically limitless what you can achieve using the various functions of the Cyberscript Engine. (Custom quest, dialog, event, faction, fixer, quickhack, UI, webpage and more...)
An editor (Cyberscript Studio) is optionally provided as separate mod to simplify the creation of your own content in which your only obstacle is your own imagination within the limits of the game.
I encourage you to read the Wiki thoroughly and follower the tutorials provided.
Links to Wiki and Discord Support link are in description bellow.
Helpful links :
1) Installation, guide and how to play :
Read the Wiki
2) HELP, BUGS, COMMUNITY AND FEEDBACK
Please join the discord, and post in the help section. Someone on the team will help you with your issue, if they are around :)
Discord
3) SOURCE REPOSITORY :
GitHub

(Screenshot taken from a cyberscript event : Danger Of Night City Datapack - @Velvet_Grit (Discord) )
X) SUPPORT US
We now have a patreon : Patreon
CyberScript will always stay free.
This patreon is just an page to support the mod and helps to cover the server fee ?
Screenshots have been updated, Courtesy of Velvet_Grit (Discord)